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A solved game is a game whose outcome (win, lose or draw) can be correctly predicted from any position, assuming that both players play perfectly.This concept is usually applied to abstract strategy games, and especially to games with full information and no element of chance; solving such a game may use combinatorial game theory or computer assistance.
The game can be represented by an undirected graph, the nodes representing distributions of disks and the edges representing moves. For one disk, the graph is a triangle: The graph for two disks is three triangles connected to form the corners of a larger triangle. A second letter is added to represent the larger disk.
The s-step Adams–Bashforth method has order s, while the s-step Adams–Moulton method has order + (Hairer, Nørsett & Wanner 1993, §III.2). These conditions are often formulated using the characteristic polynomials ρ ( z ) = z s + ∑ k = 0 s − 1 a k z k and σ ( z ) = ∑ k = 0 s b k z k . {\displaystyle \rho (z)=z^{s}+\sum _{k=0}^{s-1 ...
This variant of backward induction has been used to solve formal games from the beginning of game theory. John von Neumann and Oskar Morgenstern suggested solving zero-sum, two-person formal games through this method in their Theory of Games and Economic Behaviour (1944), the book which established game theory as a field of study. [6] [7]
Numerical methods for solving first-order IVPs often fall into one of two large categories: [5] linear multistep methods, or Runge–Kutta methods.A further division can be realized by dividing methods into those that are explicit and those that are implicit.
Here there are two variables a and b but one equation. The solution is constrained by the fact that a and b can take only values 0 or 1. There is only one solution here, both a = 0, and b = 0. Another simple example is given below: a + b = 2. The solution is straightforward: a and b must be 1 to make a + b equal to 2. Another interesting case ...
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